userDayaancancel
branchrust_reboot/main/render_pipeline_testingcancel

81 Commits over 123 Days - 0.03cph!

2 Days Ago
Set unity_RenderingLayer in mesh decal pass to fix lighting issues with decals
5 Days Ago
Merge from main
5 Days Ago
use nonjittered matrix for water reflection sampling to fix flickering with DLSS
5 Days Ago
Fix decal screen UVs on RRP DLSS
5 Days Ago
Fix ViewModelCamera null rendertarget on BIRP
5 Days Ago
Fix DeferredMeshDecals null rendertarget on BIRP
5 Days Ago
Update raditation RRP volume vignette values
5 Days Ago
Disable RRP water additional lights for parity
5 Days Ago
Implement upscaling method options (nearest, linear, bicubic, biquadratic, catmull-rom) and move sharpening pass to after upscale
6 Days Ago
Set BlurOptimized iterations param to nointerp Fix BIRP blur only blurring horizontal Adjust blur UI volume settings to compensate for grabpass Move blur to after uberpost pass
12 Days Ago
Fix refraction filter pass with merged resolution handling changes
12 Days Ago
Merge from main
12 Days Ago
Replace common water texture samplers with shared sampler
12 Days Ago
Cache compute shader kernels ids for rrp passes
12 Days Ago
Combine blur and downsampling for refraction filter pass, use firefly filter as first downsample pass instead of full res pass, increase minimum res to 32, reduces draws (28->16) and is faster
15 Days Ago
▍ ▆▊▆█▋▅▆█▄ ▉▄▍▌▉▌▉▋█▄▄█▄▅▌█ ▌▍▉█▇▆ ▉▉▅ ▋▇▄▌▆▇▍ ▅▅▇▅▍
16 Days Ago
WaterStandardCore light intensity correction
16 Days Ago
Setup oxygen RRP postfx volume and overlay
19 Days Ago
Merge from main
19 Days Ago
Render DDraw on beginCameraRendering for RRP
19 Days Ago
Fix BlurOptimize shader typo
19 Days Ago
Change BlurOptimized downsample param to nointerp and replace BlitPass with raster pass
21 Days Ago
Merge from main
21 Days Ago
Batch add stencil block to common shaders
21 Days Ago
Add PaintableRenderer for paintable cameras and setup with painting dialog prefab to fix background
21 Days Ago
Stop clearing camera target in gbufferpass which was stomping the camera clear colour
21 Days Ago
Add stencil block to molotov, and expose shadow intensity property to fix invisible bottle shadow
21 Days Ago
Remove terrain depth prepass alloc
22 Days Ago
Move SSAO (and motion vector) passes to before transparent
22 Days Ago
Fix ambient light flickering
23 Days Ago
Apply UnityPixelLightIntensityCorrection for billboardlight-RRP to fix particle lighting
23 Days Ago
Declare hair shader stencil block
23 Days Ago
Merge from main
23 Days Ago
Merge from main
25 Days Ago
▊ ▇▄▇▇▄ █▅▌▍▅ ▅▆██ ▇▇▊▇▄▆▌▆ ██▆▇▆▍▆▊▅ █▉▄▊ ▋▌▍▇ ▊▉▉▌▉▍▆
26 Days Ago
Fix RRP lightingpass memory leak
27 Days Ago
Coverage Queries Renderer Feature
27 Days Ago
Fix mac compile error
27 Days Ago
Fix compile errors
27 Days Ago
Merge from main
27 Days Ago
DLSS support for RRP
29 Days Ago
Add radial blur to RRP combined with blur optimized and setup explosion volume and overlay
29 Days Ago
Reduce RRP vignette effect
29 Days Ago
Fix underwater labs windows refraction texture with RRP
30 Days Ago
Fix noise texture uv in volumetric light beam
41 Days Ago
Move volumetric light beam UpdateCameraRelatedProperties work to vertex shader
41 Days Ago
Toggle BeamGeometry component when mesh visibility is set by LOD. Fixes UpdateCameraRelatedProperties running for every disabled beam.
42 Days Ago
Avoiding assigning camera.depthTextureMode when not needed to reduce camera serialisation bump
43 Days Ago
Fix VolumetricLightBeam on RRP
2 Months Ago
Move colour grading, bloom and exposure apply to UberPostPass to match BRP and enable finer post effect reordering Apply greyscale after colour grade (fixes NVG) Remove linear conversion in ColorAdjustments to match BRP Use linear conversion in greyscale to match BRP